Théophagie

Shaman Spells

SHAMANIC

Summons a cloud of fog that bellows out from your hands. The fog obscures all sight, including dark vision, beyond 5 feet. The fog takes up a number of 5ft squares equal to 1/2 your caster level rounded up. This fog offers full concealment( 50% chance to miss). It lasts a number of minutes equal to 1/2 your caster level rounded up.

0

Darkvision

You gain dark vision 60ft. This lasts a number of hours equal to 1/2 your caster level rounded up.

0

Endure Elements

You are more resistant to extreme weather. Subject can exist comfortably in hot or cold environments. This spell lasts for 24 hours.

0

Detection

Your senses become very acute. You can taste any trace of poison even before it touches your lips. You can see the outline of secret doors and traps. You can smell the presence of undead and know their general direction. You can feel the auras of magic items. You can hear the heartbeats of living creatures and know their general direction. The range of the spell is 30ft and the casting time of this spell is 1 min. This lasts a number of minutes equal to 1/2 your caster level rounded up. You

1

Shape Earth

You can sculpt dirt, clay and sand. You can manipulate a number of pounds of earth equal to your wisdom modifier each round. You must be directly touching the material for this ability to function and shaping earth is a standard action. This spell takes 1 minute to cast and lasts for a number of minutes equal to 1/2 your caster level rounded up

1

Produce Flame

You gain the ability to produce flames as bright as a torch in your open hand. In addition to providing illumination, the flames can be used to touch enemies. You gain a touch attack that does an amount of damage equal to 1/2 your caster level rounded up. This lasts a number of rounds equal to your wisdom modifier.

1

Water Breathing

You gain water breathing for a number of hours equal to 1/2 your caster level rounded up.

1

Long Strider

Your movement speed increases by 30 ft. per round. You also gain the benefits of the endurance feat if you do not already possess it. If you do you gain a bonus equal to your wisdom modifier for any endurance check regarding running for long distances. This lasts a number of hours equal to 1/2 your caster level rounded up.

2

Illuminate

You can illuminate a number of 5ft squares equal to your wisdom modifier. Any creature in this area that is hiding or invisible is revealed. The area emanates out from you in a line. This lasts a number of minutes equal to 1/2 your caster level rounded up.

2

Aura of Nausea

You gain an aura that causes the target to become nauseated. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. The aura emanates from you for a number of rounds equal to your 1/2 your caster level rounded up. It occupies a number of squares equal to your constitution modifier. The squares must be adjacent to each other but can be any shape of your choosing. Creatures affected by this spell are subject to a fort save and the effect lasts for the duration of the spell.

2

Cure Wounds

You heal a target of their wounds. This spell can close wounds and mend bones. The target of the spell gains 1+ your wisdom modifier in HP. This spell takes 1 minute to cast.

2

Identify

You gain knowledge of a single object you are touching. You learn all of its properties magic or otherwise and gain a bonus to appraise the object equal to 1/2 your caster level rounded up plus your charisma modifier.

3

Shape Stone

You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, tools and weapons. If you attempt to make anything with detail an appropriate craft check must be made. You must be directly touching the material for this ability to function and shaping stone is a standard action. You can manipulate a number of pounds of stone equal to your wisdom modifier each round. This spell takes 1 minute to cast and lasts for a number of minutes equal to 1/2 your caster level rounded up.

3

Poison

You poison the target of this spell. You can choose a Poison from this list. The target of this spell is subject to a fort save.

3

Control Weather

You change the weather in the local area. It takes 1 hour to cast the spell and an additional 1 hour for the effects to manifest. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 1 hour later changing gradually, not abruptly. This spell lasts a number of hours equal to 1/2 your caster level rounded up.

3

Dispel Magic

One object, creature, or spell is the target of the dispel magic spell. You make a dispel check 1d20 + your caster level against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

4

Gaseous Form

You and all your gear become insubstantial, misty, and translucent. You can not attack or cast spells you also loses supernatural abilities while in gaseous form. A gaseous creature can’t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. This lasts a number of rounds equal to 1/2 your caster level rounded up. Casting this spell is a swift action.

4

Disease

You give the target of this spell a disease. The target of this spell is subject to a fort save.

4

Neutralize Poison

You purge the target of your spell of all poisons. You make a dispel check 1d20 + your caster level against the poison on the or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that poison is neutralized; if you fail, that poison remains in effect. This spell takes 1 minute to cast. This spell takes 1 minute to cast.

4

Speak with Dead

You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke. Answers are usually brief, cryptic, or repetitive. This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information. You can ask the corpse a number of questions equal to your wisdom modifier.

5

Blast of Cold Air

You gain a ranged touch attack that blasts a target with cold air. This spell deals 1 cold damage and slows them for a number of rounds equal to your wisdom modifier. The ability lasts a number of minutes equal to 1/2 your caster level rounded up. The targets of this spell is subject to a fort save.

5

Curse

You curse the target of this spell. The target gets a -4 penalty on attack roles, saving throws and skill checks. Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. The target of this spell gets a fort save.

5

Nightmare

You curse the target to have terrible nightmares at night. Whenever they sleep at night they awaken fatigued. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. This does not affect them if they sleep during the day. The target of this spell is subject to a will save and the effect of this spell is permanent. It can be alleviated with remove curse or heal.

5

Cure Disease

You cure the target of your spell of all dieses. You make a dispel check 1d20 + your caster level against the disease on the or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that disease is cured; if you fail, that disease remains in effect. This spell takes 1 minute to cast.

6

Control Winds

You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air 5 feet in diameter in area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit. You may choose one of four basic wind patterns to function over the spell’s area. A downdraft blows from the center outward in equal strength in all directions. An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center. A rotation causes the winds to circle the center in clockwise or counterclockwise fashion. you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. Strong winds (21+ mph) make sailing difficult. A severe wind (31+ mph) causes minor ship and building damage. A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder. A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees. A blast simply causes the winds to blow in one direction across the entire area from one side to the other. Casting this spell takes 1 minute to cast, has a range of 5ft per caster level. It lasts a number of rounds equal to your caster level.

6

Wall of Thorns

You cause a wall of thorns to rapidity grow. This spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s finger. It emanates from you and affects a number of 5ft squares equal to 1/2 your caster level rounded up. Any creature forced into or attempting to move through a wall of thorns takes damage per round of movement equal to 6 minus the creature’s AC. Dexterity and dodge bonuses to AC do not count for this calculation. The affect of this spell is permanent.

6

Remove Curse

You remove all of the curses that are afflicting the target of your spell. You make a dispel check 1d20 + your caster level against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect. This spell takes 1 minute to cast.

6

Aura of Blight

You gain an aura that causes damage to living things. It causes plants to wither and pain in animals. Any plant inside the aura immediately withers and dies. Any person or animal takes an amount of damage per round equal to your constitution modifier. The aura emanates from you for a number of rounds equal to your 1/2 your caster level rounded up. It occupies a number of squares equal to your constitution modifier. You gain 1 temporary hp per round which lasts for a number of hours equal to your constitution modifier. The squares must be adjacent to each other but can be any shape of your choosing. Creatures affected by this spell are subject to a fort save and the effect lasts for the duration of the spell.